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#1
What are your most and least favorite things in levels?
Archive: 18 posts
Hey all, I figure we've all played tons of levels and by now have a good idea of what we like and what we don't like, so maybe we should share our experiences ![]() Personally, Like: Fast action with Paintinator Speedy platforming with point combos Clean look - focus on few key things onscreen at a time Materials with depth Lots of enemies to kill Dislike: Oversaturated lighting Lack of any points or creature brains to collect Enemies with spam attacks, like huge sweeps you can't dodge, even with infinite checkpoints. The sponge ceiling grab swinging game mechanic thing. Whole levels made of cardboard with basic colors slapped onto them. Ninja Jumps or jumps that you need to exploit errors in the physics engine to complete Enemies with way too much health (I hate this in any game) Unclear distinction of where you need to go, layer wise Tons of magic mouths with cinema camera on. Go for it! | 2010-10-12 14:12:00 Author: Foofles ![]() Posts: 2278 |
Like: Gameplay that won't let me sit still. When the creator forces me into the action, and I need to concentrate on everything around me until I succeed. So, a great chase scene, arcade moment, a race, or a bit of challenging platforming. Dislike: Fiddly platforming where you need to land on tiny bits of material or exact precision long jumps... mainly because sackpeople don't have the exact precision necessary for this kind of platforming.... or, at least, "I" can't control them with that much precision. Cheap gameplay - If I'm going to die, I like to feel like it was my fault. Even if something is difficult, I like to study an area and get the feeling there is a good strategy that could be used to complete it. | 2010-10-12 15:17:00 Author: CCubbage ![]() Posts: 4430 |
Likes- innovation; anything original! If I haven't done it before in 'that' same exact way... I'm happy! I like artists; artistic statements, artistic interpetations, big or small, I like a game with a look or sense of style! Fair gameplay with balanced reward. Sensible seamless soundscapes. Dislikes- endless hordes, paintanator-bosses, unlimited ammo, trigger happiness, communities outright refusal to 'reuse' or 'respect' story mode objects even in the most original ways! Any hack survival. Anything without soul. | 2010-10-12 15:39:00 Author: Gravel ![]() Posts: 1308 |
Likes: -Atmosphere with great lighting -A storyline -Original gameplay that makes sense and blends in with the environment -Clever use of layers -Lots of details Dislikes: -Long flat areas using all 3 layers -a million bubbles in a pile - Levels that refuse to embrace the Corner Edit Tool -Random gameplay that does not make sense -RTM223 lol | 2010-10-12 16:00:00 Author: javi haguse ![]() Posts: 744 |
Likes: - Levels with a good plot (although is not mandatory); - Active cutscenes (like in Uncharted 2); - Creative puzzles; - Good visuals; - Gameplay variation, not the same thing all the level; Dislikes: - Cheap difficulty; - Few checkpoints (mainly between hard platforming parts); - Level breaking 50% of the time (LBPC: TG ![]() - Having to retreat from battle to get a paintinator. Unless it's part of the gameplay; - Ugly visuals, that show no use of grid, corner editor, or even stickering; - When you are forced to get 15 random items that have nothing to do with the level at the end; | 2010-10-12 16:10:00 Author: gdn001 ![]() Posts: 5891 |
Gotta think about this... Like Creative puzzles (stuff that makes you think for more than 2 seconds) Amazing visuals (good visuals will also do if the level has good gameplay, lol) Great explosion effects (usually using timed lights to make the explosion look better) Not too confusing (You shouldn't find yourself looking for the right way for 5 minutes) Good gameplay, not just running from point A to point B without any hard parts. Bubblecombos!!! (Although I never manage to do them but they are cool) Bunnies Dislike Lack of gameplay (especially bad in a level that has good visuals) Uncreative puzzles (press button A and then press button B) Levels that are done in 15 minutes and published without testing (usually include sharks) Clearly copied ideas (I played a level once that was a horrible copy of Teebonesy's "the movies") Having a powerup there just for the sake of having it there Slapping a brain and a paint switch on a box and calling it an enemy Having the player collect a specific "key card" sticker just for one door (I usually have community prizes off) Lack of sound effects (they make a level so much better, please people use them!) And finally maybe the worst of them all... Cutscene cameras interrupting a bubble combo!!! What is up with that??? I want my points!!! | 2010-10-12 16:52:00 Author: napero7 ![]() Posts: 1653 |
Well... Letsh shee.. Likes: good visuals, creative platfoming sections, interesting boss fights, and any level which us good and you know it's good because you cab tell the creator really thought about it ant took time to make it. Also an involving story or an innovative gameplay mechanic. Hates: one person having too many levels in cool page at once. Sharks, jumps and "very funny lol!" levels . Levels where it's too detailed that you can't play it without dieing every second. Bieng forced to collect stupid/ useless prizes. VISIBLE DARK MATTER! it's just soooo ugly! | 2010-10-13 07:37:00 Author: Screeno ![]() Posts: 153 |
Likes: When lights aren't ALL set to fog, and glaring at my screen. Obstacles that use all three layers. When the level's gameplay ties in with the theme in some way. Difficult bosses that don't spam you with plasma 24/7. Well thought out special effects. (Camera shaking while a stone door opens, etc...) Characters that aren't just a cutout. (I don't mind cutouts, but yeah...) Materials that work well together. High speed "ZOMG CAN'T BELIEVE I JUST DID THAT!" moments. Camera zones! Some other stuff I forgot. Dislikes: Floaty. Sharks. Bombs falling from the sky. Unavoidable hazards. Death teleports. (I like to ace levels.) ppl who typ lyke this lol!!1 Templates with random magic mouthes on it. Not even when they say "hi". Long boring flat sections that take up all 3 layers and is made of mostly dark matter with a rocket cheetah embedded inside. And... A few other things, but yeah... ![]() | 2010-10-13 13:26:00 Author: KlawwTheClown ![]() Posts: 1106 |
Like: -Nifty visual style: beautiful backdrop and flashy effects. I like it when creators are able to use the game tools and materials to make a level that doesn't look like it's slapped together from bits of cardboard and sponge. In other words, I like it when the creators de-lbp-ify their levels. TheAdipose and Luosdesruc are good examples of this, but my personal favorite is Kiminski: her levels don't look like lbp at all. Special mention goes to Gevurah for the flashy effects on his mecha levels. -Fun gameplay. I should occasionally forget about the beautiful backdrop and flashy effects 'cuz I'm having such a blast playing the level. -Multiple paths. This one isn't a necessity, but it's a nice bonus. Kiminski's latest level (can't remember the name atm) is an excellent example of this: I was never sure if I'd played the whole level, 'cuz it always seemed like there were multiple paths everywhere I turned. -Well written dialog. I especially like Comph's Interstellar Infiltration for this: the little security bots' dialog was clever and it cracked me up. -Minimalistic/skippable intros/instructions. Some levels need instructions (especially vehicles levels), but they should be made as brief and inobtrusive as possible. I've seen some spectacular vehicle levels that were severely marred by an unskippable string of speech bubbles. Once I've played once and have read the instructions, I should be able to skip 'em next time. If you've got an opening cutscene, it should also be skippable. -Chase scenes. I freakin' love a good chase scene! I had one that I thought was awesome, but sadly I had to scrap the level 'cuz I was never able to build a mech that could play it well enough, but maybe the chase scene will find its way into a future level of mine. Obviously a good chase scene should involve some skill: the player will have to make quick jumps or layer changes to keep ahead of whatever is chasing him/her, and the chaser should preferably be adaptive to the player's speed so that it's impossible to ever completely get away. -Well placed bubbles. There ought to be score bubbles arranged in such a way that a clever/skilled player can rack up decent combos (but at greater risk of falling into hazards), but a less sure player can just pick up slowly while carefully jumping over pits, etc. -Adaptive difficulty or a "you-suck-meter." I hate getting stuck at a hard part of a level and sometimes I just don't want to go through the trouble of beating it. If you have a part of a level that's particularly difficult to get through, maybe consider giving the player some sort of help after they've died three or four times. In my level "War of Souls part 1," there's a part where you have to get through a sort of maze-like cavern while a boss is shooting at you. After four deaths, the you-suck-meter is full and a checkpoint spawns halfway through the maze and automatically gets activated so that if you die again, you'll at least be halfway through. In my "Starfighter" level, if the boss kills you twice, a powerup is waiting for you at the checkpoint with more powerups for each subsequent death. Dislikes: -Unavoidable deaths. If you're going to have a magic mouth with a cutscene camera, make darn sure that there's nothing that can kill me while the mouth takes control away from me. If the ground is going to collapse from under my feet, there should be some warning so I know to jump. If something comes out of nowhere to shoot me, there should be at least half a second or so between the shot being fired and it hitting me so that I have time to jump/run/layer shift. -Teleporters. This goes with the unavoidable deaths. Don't freakin' kill me with your freakin' teleporters! ![]() -Verbose*/badly written dialog/instructions. I don't care much for levels where dialog is supposed to be coming from my character (the speech bubble pops up as if it's coming from me), but that's just personal preference (Rtm did it pretty well in Subterranean Setbacks, though). But what I really don't like is badly written and boring dialog. If you've got people talking in your levels, they should be saying something interesting. If you need to stop the player to explain a play mechanic or something, do it as succinctly as possible and try to make it sound interesting (have the explaining character crack a joke or something). If you have to stop me halfway through a level to explain something and it takes more than two mouths to do it, you need to either simplify it so you don't need to explain as much, or use some other sort of indicators (lights/arrows/whatever). -Being treated like a simpleton. If your puzzle is pretty intuitive, you don't need to beat me over the head with instructions for it. I realize some players are genuinely boneheaded and need to have things explained to them (I'm not sure how they manage to play other games), but try your best not to treat me as a bonehead. TheAdipose did a good job with this in one of his levels (can't remember the name): he had little butterflies at each puzzle that you could grab for a hint. Foofles had a music puzzle where a little guy would pop up and give you a hint after a few failed attempts. In one of my levels, you have to shoot the window on the boss' ship to get him to open it (you know, cuz it's paint ![]() * For somebody who doesn't like verbose dialog, I sure talk a lot ![]() | 2010-10-14 07:37:00 Author: Sehven ![]() Posts: 2188 |
Likes: -Original and new ideas -Fluid smooth paced gameplay -Good visuals -Good use of humor -Clever use of layers -Good player interaction -Multiple paths -Nice intros -Good puzzles Dislikes: -Levels that rely heavily on glitches to be considered good -Overuse of magic mouth cameras -Heavy lighting -Long boring runs -Repetitive obstacles -Forced Prize Bubble collecting -Levels where everyone ends up with the same score | 2010-10-14 09:43:00 Author: Brixx101 ![]() Posts: 277 |
i agree with alot in here likes: open areas with room to breathe organic cornering... flat when needed, sharp when not... be like water architectural and geometric details vs. slap a sticker on it creative and challenging puzzles gameplay and obstacles that fit the context and theme smart and fluid point combos great co-op derivative visual styles, done hardly as nice secrets and bonuses that are well implemented originality challenge dislikes: grabbable floors when you need to grab a "key" small 3 ways you bump into when walking, big ones you can't move claustrophobic and cramped environments not built to sackboys scale and physical abilities cameras all in my grill, getting dragged by players, or poor sound choices, or no sound choices at all sounds that don't turn off when object is finished moving no sense of complimentary colors or warm/cold grouping no symmetry or proportional balance illogical logic, sticker, and lighting usage... unnecessary/superfluous, sloppy, or oversaturated inconsistent level of detail everything in your level being a basic square color correction that burns my eyeballs long flat areas using all 3 layers with nothing on them and giant 100-layer blocks two switches in one room being the depth of your puzzle interrupting my point combo or momentum/jump with text 10+ magic mouth cut scene strings in play... c'mon, alright already, enough! let me go! inability to tell what layer is in the playable field or using all 3 layers and lag and slowdown (guilty as charged) no points (guilty as charged) landing on the head of a pin i think over time, many things praised in great levels become misunderstood and improperly imitated and the minor details/common sense that makes them a total package go unnoticed. i don't really rate according to these things,but i definitely grumble about them or remark on it as i play | 2010-10-14 14:32:00 Author: Unknown User ![]() |
I like; Little novelty vehicles. Things like quick airship segments, even if there's no real challenge, just piloting something a short distance is awesome. Has to be interesting, though. A slab of material with a rocket attached is not cool. A well done boss fight. Mainly ones that don't use the Paintinator - it's not that the paintinator isn't cool, it's just it's constantly used. Make me jump up on somethings back and jump on a weak point or something for a change. Wit. If you're going to use magic mouths alot, keep it amusing. Some dialogue I can laugh at now and again to break it up. Crewed vehicles - Although I don't play with other human players often, I do love something that involves more than one Sack to make it work. Whether it be someone driving and other shooting or whatever isn't important, just something along those lines. LBP2's controllinators are gonna be uber useful for this sort of stuff, I reckon. I dislike; "ZOMG dis levle r teh uber challingjins" No, it's not challenging, it's just frustrating. Learn the difference between difficulty and something that's based on luck. Shortext or no capitalisation. Bleh!! Don't touch me, I might catch the stupid off you. :U Levels that insist on making all gaps require Sackboy to run and jump right before the ledge. I don't mind it now and again, but it gets annoying. Anyone that uses Battle On The Ice for anything other than an epic boss battle that looks like it took a few hours to get it working. | 2010-10-14 15:20:00 Author: Ostler5000 ![]() Posts: 1017 |
Good When I don't notice any of the following.. Bad -Bad layer switching. -Obvious thin gas. -Cheap deaths. -Teleport deaths. -Exploiting gltiches. -Invisible walls. -Walking. Past scenery and titles. Jumping over a block is more fun than walking. -Slow vehicles. -Not introducing mechanics. -High hazard holes. -Checkpoints cut into thick layers. -Unglued checkpoints/powerups. -Grab sponge lifts that get stuck. -Long walks from checkpoints to the next hazard. -Light lag. -Unskippable intros. -Not being able to replay magic mouths. -Gas barrier instead of standard barrier. -3D glitch platforms. If a platform looks easily obtainable, it should be! If I see 3 layers (the staple of LBP, which I don't believe should be messed with), I expect to be able to move between them. -Darn spelling errors. "alot" -Cameras that move mid-jump. -Cutscene magic mouths stopping bubble combos. -Obvious dissolve walls/floor. -Clich? LBP mechanics. (pull switch - platforms rise, jump over platforms to hit switch, platforms rise again // put all coloured keys into coloured locks // being able to predict what's going to happen, etc) -Having to manually switch foward/back 2 layers on the spot. -Blaming the thermo for short length. Ugh. Learn to work within the limitations people! I could go on and on with this list. ![]() | 2010-10-16 00:43:00 Author: midnight_heist ![]() Posts: 2513 |
LAGGGGG do I have to say anymore | 2010-10-16 00:51:00 Author: WESFUN ![]() Posts: 1336 |
Like: Well made objects. USEFUL Glitches like materials with properties of other materials. Music that fits the stage. Dislike: Bad grammar. The only song being played is "My Patch", or that one song with the xylophone, Skipping something. Generic 'put the circles in the curves' puzzles. Enemies that can only be killed by getting shot 10 times with a paintinator. The above, but they don't actually die, they just dissolve. Those grimdark "Heaven or hell" stages. Floaty jumps. Stages that use three layers when they only need one. Excuses on why the stage is bad in the description. And Worst Of All When People Capitalize The First Letter Of Every Word. | 2010-10-16 04:00:00 Author: Chdonga ![]() Posts: 388 |
Like: Original levels. Music. Pretty Stickers! Fun...... Dislike: When people play My Patch, they don't fast forward it to the part that actually plays music. People never changing brightness from 100%! Traps. If they want to do it, they need Ackbar's picture after it. A website's logo stuck everywhere through the level. People going to great lengths to hide logic, but failing since they just put it in the sky and kill you for looking at it! ![]() EVERY MOUTH BEING A CUTSCENE!!!! | 2010-10-16 06:50:00 Author: Snappyguy ![]() Posts: 710 |
Likes: - Levels with a clean/evident goal. The level must make me "feel" what I have to do next. - Graphics made with some care. No dark matter visible, no "outside of level" visible. - Good gameplay somehow involving good platforming. - Level in wich I can collect points. - Level design with some intricacies, at least some secret rooms to discover. Dislike: - Photoboots - Prize bubbles on the main path that aren't easily avoidable. - Lousy graphics. - No points to collect. - No secrets to discover. - Level design where I need to be you to understand what to do next. - Sloppy sections where it involves more luck than anything else to proceed. - Cheap hits or when the difficulty is too hard. - Paintinator bosses or parts that involves too much shooting or shooting too fast. I don't want muscles on my right index finger. | 2010-10-18 23:53:00 Author: RangerZero ![]() Posts: 3901 |
Likes good plot Originality infinite checkpoints frequent check points good scenery Dislikes no music only one life few checkpoints copied levels score challenges | 2010-10-19 00:03:00 Author: supremeoverlord1 ![]() Posts: 117 |
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